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source: orxonox.OLD/trunk/src/world_entities/weapons/weapon_manager.cc @ 6937

Last change on this file since 6937 was 6931, checked in by bensch, 19 years ago

orxonox/trunk: implemented addWeapon

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1
2/*
3   orxonox - the future of 3D-vertical-scrollers
4
5   Copyright (C) 2004 orx
6
7   This program is free software; you can redistribute it and/or modify
8   it under the terms of the GNU General Public License as published by
9   the Free Software Foundation; either version 2, or (at your option)
10   any later version.
11
12### File Specific
13   main-programmer: Patrick Boenzli
14   co-programmer: Benjamin Grauer
15
16   2005-07-24: Benjamin Grauer: restructurate, so it can handle the new Weapons.
17*/
18
19#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_WEAPON
20
21#include "weapon_manager.h"
22#include "weapon.h"
23#include "crosshair.h"
24
25#include "playable.h"
26
27#include "load_param.h"
28#include "factory.h"
29
30#include "t_animation.h"
31
32using namespace std;
33
34
35/**
36 * @brief this initializes the weaponManager for a given nnumber of weapon slots
37 * @param number of weapon slots of the model/ship <= 8 (limitied)
38 */
39WeaponManager::WeaponManager(WorldEntity* parent)
40{
41  this->init();
42  this->setParent(parent);
43}
44
45WeaponManager::WeaponManager(const TiXmlElement* root)
46{
47  this->init();
48  this->loadParams(root);
49}
50
51/**
52 * @brief Destroys a WeaponManager
53 */
54WeaponManager::~WeaponManager()
55{
56  // crosshair being a PNode it must not be deleted (this is because PNodes delete themselves.)
57  //delete this->crosshair;
58}
59
60/**
61 * @brief initializes the WeaponManager
62 */
63void WeaponManager::init()
64{
65  this->setClassID(CL_WEAPON_MANAGER, "WeaponManager");
66
67  this->parent = NULL;
68
69  for (int i = 0; i < WM_MAX_CONFIGS; i++)
70    for (int j = 0; j < WM_MAX_SLOTS; j++)
71      this->configs[i][j] = NULL;
72
73  for (int i = 0; i < WM_MAX_SLOTS; i++)
74  {
75    this->currentSlotConfig[i].capability = WTYPE_ALL;
76    this->currentSlotConfig[i].currentWeapon = NULL;
77    this->currentSlotConfig[i].nextWeapon = NULL;
78
79    // NAMING
80    char* tmpName;
81    if (this->getName())
82    {
83      tmpName = new char[strlen(this->getName()) + 10];
84      sprintf(tmpName, "%s_slot%d", this->getName(), i);
85    }
86    else
87    {
88      tmpName = new char[30];
89      sprintf(tmpName, "WeaponMan_slot%d", i);
90    }
91    this->currentSlotConfig[i].position.setName(tmpName);
92    this->currentSlotConfig[i].position.deactivateNode();
93    delete[] tmpName;
94  }
95
96  for (int i = 0; i < WM_MAX_LOADED_WEAPONS; i++)
97    this->availiableWeapons[i] = NULL;
98
99
100  this->currentConfigID = 0;
101  this->slotCount = 2;
102  this->weaponChange;
103
104  // CROSSHAIR INITIALISATION
105  this->crosshair = new Crosshair();
106  //this->crosshair->setRelCoor(1000,0,0);
107  this->crossHairSizeAnim = new tAnimation<Crosshair>(this->crosshair, &Crosshair::setSize);
108  this->crossHairSizeAnim->setInfinity(ANIM_INF_REWIND);
109  this->crossHairSizeAnim->addKeyFrame(50, .1, ANIM_LINEAR);
110  this->crossHairSizeAnim->addKeyFrame(100, .05, ANIM_LINEAR);
111  this->crossHairSizeAnim->addKeyFrame(50, .01, ANIM_LINEAR);
112}
113
114/**
115 * loads the settings of the WeaponManager
116 * @param root the XML-element to load from
117 */
118void WeaponManager::loadParams(const TiXmlElement* root)
119{
120  BaseObject::loadParams(root);
121
122  LoadParam(root, "slot-count", this, WeaponManager, setSlotCount)
123  .describe("how many slots(cannons) the WeaponManager can handle");
124
125  LOAD_PARAM_START_CYCLE(root, element);
126  {
127    // CHECK IF THIS WORKS....
128    LoadParamXML_CYCLE(element, "weapons", this, WeaponManager, loadWeapons)
129    .describe("loads Weapons");
130  }
131  LOAD_PARAM_END_CYCLE(element);
132}
133
134/**
135 * loads a Weapon onto the WeaponManager
136 * @param root the XML-element to load the Weapons from
137 */
138void WeaponManager::loadWeapons(const TiXmlElement* root)
139{
140  LOAD_PARAM_START_CYCLE(root, element);
141
142  Weapon* newWeapon = dynamic_cast<Weapon*>(Factory::fabricate(element));
143  /// @todo implement this !!
144
145
146  LOAD_PARAM_END_CYCLE(element);
147}
148
149/**
150 * sets the Parent of the WeaponManager.
151 * @param parent the parent of the WeaponManager
152 *
153 * this is used, to identify to which ship/man/whatever this WeaponManager is connected.
154 * also all the Slots will be subconnected to this parent.
155 *
156 * The reason this function exists is that the WeaponManager is neither a WorldEntity nor
157 * a PNode.
158 */
159void WeaponManager::setParent(WorldEntity* parent)
160{
161  this->parent = parent;
162  if (this->parent != NULL)
163  {
164    for (int i = 0; i < WM_MAX_SLOTS; i++)
165      this->parent->addChild(&this->currentSlotConfig[i].position);
166  }
167}
168
169/**
170 * sets the number of Slots the WeaponManager has
171 * @param slotCount the number of slots
172 */
173void WeaponManager::setSlotCount(unsigned int slotCount)
174{
175  if (slotCount <= WM_MAX_SLOTS)
176    this->slotCount = slotCount;
177  else
178    this->slotCount = WM_MAX_SLOTS;
179}
180
181
182/**
183 * sets the position of the Slot relative to the parent
184 * @param slot the slot to set-up
185 * @param position the position of the given slot
186 */
187void WeaponManager::setSlotPosition(int slot, const Vector& position, PNode* parent)
188{
189  if (slot < this->slotCount)
190  {
191    this->currentSlotConfig[slot].position.setRelCoor(position);
192
193    if (parent != NULL)
194      this->currentSlotConfig[slot].position.setParent(parent);
195  }
196}
197
198
199/**
200 * sets the relative rotation of the slot to its parent
201 * @param slot the slot to set-up
202 * @param rotation the relative rotation of the given slot
203 */
204void WeaponManager::setSlotDirection(int slot, const Quaternion& rotation)
205{
206  if (slot < this->slotCount)
207    this->currentSlotConfig[slot].position.setRelDir(rotation);
208}
209
210
211/**
212 * adds a weapon to the selected weaponconfiguration into the selected slot
213 * @param weapon the weapon to add
214 * @param configID an identifier for the slot: number between 0..7 if not specified: slotID=next free slot
215 * @param slotID an identifier for the weapon configuration, number between 0..3
216 *
217 * if you add explicitly a weapon at config:n, slot:m, the weapon placed at this location will be
218 * replaced by the weapon specified. if you use the WM_FREE_SLOT, the manager will look for a free
219 * slot in this weaponconfiguration. if there is non, the weapon won't be added and there will be
220 * a error message.
221 */
222bool WeaponManager::addWeapon(Weapon* weapon, int configID, int slotID)
223{
224  if ( weapon == NULL )
225    return false;
226
227  if (unlikely(configID >= WM_MAX_CONFIGS || slotID >= (int)this->slotCount))
228  {
229    PRINTF(2)("Slot %d of config %d is not availiabe (max: %d) searching for suitable slot\n", slotID, configID, this->slotCount);
230    if (configID >= WM_MAX_CONFIGS)
231      configID = -1;
232    if (slotID >= (int)this->slotCount)
233      slotID = -1;
234  }
235  // if no ConfigID is supplied set to Current Config.
236  if (configID <= -1)
237    configID = this->currentConfigID;
238  //
239  if (configID > -1 && slotID == -1)
240  {
241    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
242    if (slotID == -1)
243      configID = -1;
244  }
245
246  if (configID > 0 && slotID > 0 && this->configs[configID][slotID] != NULL)
247  {
248    PRINTF(3)("Weapon-slot %d/%d of %s already poulated, remove weapon (%s::%s) first\n", configID, slotID, this->getName(), weapon->getClassName(), weapon->getName());
249    return false;
250  }
251
252  if (slotID <= -1) // WM_FREE_SLOT
253  {
254    slotID = this->getNextFreeSlot(configID, weapon->getCapability());
255    if( slotID < 0 || slotID >= this->slotCount)
256    {
257      PRINTF(1)("There is no free slot in this WeaponConfig to dock this weapon at! Aborting\n");
258      return false;
259    }
260  }
261
262  if (!(this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLKINDS) &&
263      this->currentSlotConfig[slotID].capability & weapon->getCapability() & WTYPE_ALLDIRS)
264  {
265    PRINTF(2)("Unable to add Weapon with wrong capatibility to Slot %d (W:%d M:%d)\n",
266              slotID, weapon->getCapability(), this->currentSlotConfig[slotID].capability);
267    return false;
268  }
269
270  //! @todo check if the weapon is already assigned to another config in another slot
271  if (this->configs[configID][slotID] != NULL)
272    return false;
273
274  this->configs[configID][slotID] = weapon;
275  weapon->setAmmoContainer(this->getAmmoContainer(weapon->getProjectileType()));
276  if(configID == this->currentConfigID)
277    this->currentSlotConfig[slotID].nextWeapon = weapon;
278  if (this->parent != NULL)
279  {
280    this->parent->addChild(weapon);
281    if (this->parent->isA(CL_PLAYABLE))
282      dynamic_cast<Playable*>(this->parent)->weaponConfigChanged();
283    weapon->setDefaultTarget(this->crosshair);
284  }
285  PRINTF(3)("Added a new Weapon (%s::%s) to the WeaponManager: config %i/ slot %i\n", weapon->getClassName(), weapon->getName(), configID, slotID);
286  return true;
287}
288
289/**
290 * @brief increases the Energy of the WeaponContainer of type (projectileType)
291 * @param projectileType the type of weapon to increase Energy from
292 * @param ammo the ammo to increase
293 */
294float WeaponManager::increaseAmmunition(ClassID projectileType, float ammo)
295{
296  return this->getAmmoContainer(projectileType)->increaseEnergy(ammo);
297}
298
299
300
301/**
302 * sets the capabilities of a Slot
303 * @param slot the slot to set the capability
304 * @param slotCapability the capability @see WM_SlotCapability
305 */
306void WeaponManager::setSlotCapability(int slot, long slotCapability)
307{
308  if (slot > slotCount)
309    return;
310  this->currentSlotConfig[slot].capability = slotCapability;
311}
312
313
314/**
315 * removes a Weapon from the WeaponManager
316 *
317 * !! The weapon must be inactive before you can delete it,    !!
318 * !! because it will still be deactivated (if it is selected) !!
319 */
320void WeaponManager::removeWeapon(Weapon* weapon, int configID)
321{
322  if (weapon == NULL)
323    return;
324  if (configID < 0)
325  {
326    for (int j = 0; j < WM_MAX_SLOTS; j++)
327    {
328      for (int i = 0; i < WM_MAX_CONFIGS; i++)
329      {
330        if (this->configs[i][j] == weapon)
331          this->configs[i][j] = NULL;
332      }
333      if (this->currentSlotConfig[j].currentWeapon == weapon)
334      {
335        this->currentSlotConfig[j].nextWeapon = NULL;
336      }
337    }
338  }
339}
340
341
342/**
343 * changes to the next weapon configuration
344 */
345void WeaponManager::nextWeaponConfig()
346{
347  ++this->currentConfigID;
348  if (this->currentConfigID >= WM_MAX_CONFIGS)
349    this->currentConfigID = 0;
350  this->changeWeaponConfig(this->currentConfigID);
351}
352
353/**
354 * changes to the previous configuration
355 */
356void WeaponManager::previousWeaponConfig()
357{
358  --this->currentConfigID;
359  if (this->currentConfigID < 0)
360    this->currentConfigID = WM_MAX_CONFIGS -1;
361  this->changeWeaponConfig(this->currentConfigID);
362}
363
364/**
365 * change to a desired configuration
366 * @param weaponConfig the configuration to jump to.
367 */
368void WeaponManager::changeWeaponConfig(int weaponConfig)
369{
370  this->currentConfigID = weaponConfig;
371  PRINTF(4)("Changing weapon configuration: to %i\n", this->currentConfigID);
372  for (int i = 0; i < WM_MAX_SLOTS; i++)
373    this->currentSlotConfig[i].nextWeapon = this->configs[currentConfigID][i];
374}
375
376
377/**
378 * triggers fire of all weapons in the current weaponconfig
379 */
380void WeaponManager::fire()
381{
382  Weapon* firingWeapon;
383  for(int i = 0; i < this->slotCount; i++)
384  {
385    firingWeapon = this->currentSlotConfig[i].currentWeapon;
386    if( firingWeapon != NULL) firingWeapon->requestAction(WA_SHOOT);
387  }
388  this->crosshair->setRotationSpeed(500);
389  this->crossHairSizeAnim->replay();
390}
391
392
393/**
394 * triggers tick of all weapons in the current weaponconfig
395 * @param second passed since last tick
396 */
397void WeaponManager::tick(float dt)
398{
399  Weapon* tickWeapon;
400
401  for(int i = 0; i < this->slotCount; i++)
402  {
403/*
404    NICE LITTLE DEBUG FUNCTION
405       if (this->currentSlotConfig[i].currentWeapon != NULL || this->currentSlotConfig[i].nextWeapon != NULL)
406      printf("%p %p\n", this->currentSlotConfig[i].currentWeapon, this->currentSlotConfig[i].nextWeapon);*/
407
408    // current Weapon in Slot i
409    tickWeapon = this->currentSlotConfig[i].currentWeapon;
410    // On A change (current != next)
411    if (tickWeapon != this->currentSlotConfig[i].nextWeapon)
412    {
413      // if a Weapon is Active in slot i, deactivate it.
414      if (tickWeapon != NULL )
415      {
416        if (tickWeapon->isActive())
417        {
418          tickWeapon->requestAction(WA_DEACTIVATE);
419          continue;
420        }
421        else
422        {
423          tickWeapon->toList(OM_NULL);
424          this->currentSlotConfig[i].currentWeapon = NULL;
425        }
426      }
427
428      // switching to next Weapon
429      tickWeapon = this->currentSlotConfig[i].currentWeapon = this->currentSlotConfig[i].nextWeapon;
430      if (tickWeapon != NULL)
431      {
432        if (this->parent != NULL)
433          tickWeapon->toList(this->parent->getOMListNumber());
434        tickWeapon->requestAction(WA_ACTIVATE);
435        this->currentSlotConfig[i].position.activateNode();
436        tickWeapon->setParent(&this->currentSlotConfig[i].position);
437      }
438      else
439        this->currentSlotConfig[i].position.deactivateNode();
440      if (this->parent != NULL && this->parent->isA(CL_PLAYABLE))
441        dynamic_cast<Playable*>(this->parent)->weaponConfigChanged();
442    }
443    else if (unlikely(tickWeapon != NULL && tickWeapon->getCurrentState() == WS_DEACTIVATING))
444      this->currentSlotConfig[i].nextWeapon = NULL;
445  }
446}
447
448
449/**
450 * triggers draw of all weapons in the current weaponconfig
451 */
452void WeaponManager::draw() const
453{
454  Weapon* drawWeapon;
455  for (int i = 0; i < this->slotCount; i++)
456  {
457    drawWeapon = this->currentSlotConfig[i].currentWeapon;
458    if( drawWeapon != NULL && drawWeapon->isVisible())
459      drawWeapon->draw();
460  }
461}
462
463
464/**
465 * private gets the next free slot in a certain weaponconfig
466 * @param the selected weaponconfig -1 if none found
467 */
468int WeaponManager::getNextFreeSlot(int configID, long capability)
469{
470  if (configID == -1)
471  {
472    for (configID = 0; configID < WM_MAX_CONFIGS; configID++)
473      for( int i = 0; i < this->slotCount; ++i)
474      {
475        if( this->configs[configID][i] == NULL &&
476            (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
477            (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
478          return i;
479      }
480  }
481  else
482  {
483    for( int i = 0; i < this->slotCount; ++i)
484    {
485      if( this->configs[configID][i] == NULL &&
486          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLKINDS) &&
487          (this->currentSlotConfig[i].capability & capability & WTYPE_ALLDIRS))
488        return i;
489    }
490  }
491  return -1;
492}
493
494CountPointer<AmmoContainer>& WeaponManager::getAmmoContainer(ClassID projectileType)
495{
496  for (unsigned int i = 0; i < this->ammo.size(); i++)
497  {
498    if (this->ammo[i]->getProjectileType() == projectileType)
499      return this->ammo[i];
500  }
501  this->ammo.push_back(CountPointer<AmmoContainer>(new AmmoContainer(projectileType)));
502  return this->ammo.back();
503}
504
505
506/**
507 * outputs some nice debug information about the WeaponManager
508 */
509void WeaponManager::debug() const
510{
511  PRINT(3)("WeaponManager Debug Information\n");
512  PRINT(3)("-------------------------------\n");
513  PRINT(3)("current Config is %d\n", this->currentConfigID);
514  for (int i = 0; i < WM_MAX_CONFIGS; i++)
515  {
516    PRINT(3)("Listing Weapons in Configuration %d\n", i);
517    for (int j = 0; j < WM_MAX_SLOTS; j++)
518    {
519      if (this->configs[i][j] != NULL)
520        PRINT(3)("Slot %d loaded a %s\n", j, this->configs[i][j]->getClassName());
521    }
522  }
523}
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